﻿using UnityEngine;
using System.Collections;

public class phantomDancer : Item {

	void Start () {
		AD = 0;
		Lifesteal = 0;
		AP = 0;
		Health = 0;
		numAttacks = 1;
		cardName = "Phantom Dancer";
		cardDescription = "Equipped Champion Gains an additional basic attack per turn.";
		initializeItemStuff();
		initializeStuff();
	}
	
	public override float evaluateEquippingItem(Champion champion){
		float hValue = 0;
		hValue += champion.attack + champion.basicAbilityScalingAd;
		return hValue;
	}

	public override void equip(Champion champion){
		champion.numAttacks++;
		base.equip(champion);
	}
}
